Note on start of turn: We need to make sure that the last player, after finishing their turn, does not initiate the next turn. This will allow the next player to assess the status of affairs, and then watch the end of turn sequence. It is not too important at this early stage of the game, but in the latter stages, I find this it vital to be able to watch the beginning of the turn for key developments.
1500 BC - moved 6 warriors doing happiness duty. I am moving them all to Pasargadeae. I am going to attempt the warrior gambit on Babylon. We will not upgrade to immortals yet. I dont want to trigger too early of a GA.
1475 BC Warriors are all stacked in Pasargadae. Will take 3 turns to reach Babylon. Cities are working grassland squares for population growth. (No use letting our ability to pop-rush go to waste)
1450 BC Persepolis builds granary. We begin work on settler (5 turns) I plan to send this settler 5 tiles to the NE to gain access to 2 whales and 1 game resource. The next will go on the hills to the north, and will have access to whales, iron and horsies. I move worker to build road on spices south of Susa.
1425 BC Babylon asks us to leave his territory. We declare WAR! We come across an undefended settler just 1 tile outside of Babylon. I predict this settler will hide in town, and allow us to split it for 2 workers.
1400 BC We lose a warrior to an attack from Babylonian warrior. We defeat 2, with 1 of our own going to 1 red bar. We are now outside of Babylonian capital (on the south side of river to negate defensive bonus) with 2 (4/4) warriors, 1 (2/2) warrior, 1 (1/4) warrior, and 1 (3/3) spearman for defensive purposes.
1375 BC Pasargadae builds barracks. We will begin building immortal. We attack Babylon with 1 warrior loss. We kill one bowman and capture Babylon. We split a settler in twain in the process! We gain 3 workers with this victory. This city has GREAT potential. The Babylonians have been eliminated from the game.
1350 BC We will postpone settling the north for now, and focus on surrounding the Zulus. There is some great land to the south of Babylon. Our workers will begin some roads for our settlers to access our next city sites. Our palace has some nice new landscaping.
1325 BC Persepolis builds a settler, and begins on a spearman. I choose the spearman, since the Zulus are unlikely to be a threat to us, and our spear will be able to upgrade all the way to mech infantry.
1300 BC Spent turn moving warriors into position around Zimbabwe. We hurry a spearman in Susa for 1 citizen. (saved 18 turns) Our laborer is still happy. We will have alphabet in next turn.
1275 BC Susa builds a spearman. We begin producing a worker. Shaka will give us 118 gold for Writing. I will leave it up to the next player whether we wish to sell our secrets or not.
Summary: I have taken some chances leaving some of our cities undefended. I have units out hunting for barb camps and the like. I suggest we mass for an assault on Zimbabwe. We should still be able to use the warrior gambit, since our good Zulu friends do not have any horses, and they are not connected to any iron deposits yet. Once we take care of them, we can settle our island at our leisure. I agree with the assessment that we need to get to map making quick to find the other civilizations. (to destroy them! )
I suggest we build our next city on the green dot, then blue (horse hidden underneath,) and then magenta.